【发布时间】:2021-05-19 16:43:43
【问题描述】:
我正在寻找一种使用 zlib-1.2.5 应用特定压缩策略的方法。 我需要强制 zlib 打包文件而不实际压缩它。我要压缩的唯一部分是文件末尾的 0 填充,以便输出文件没有它。输入文件的大小范围从 1MB 到 1GB,填充为 512B。 这可以通过 zlib 实现吗?
编辑:
我正在编写的代码基于 Unreal Engine 4: https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Core/Private/Misc/Compression.cpp
static bool appCompressMemoryZLIB(void* CompressedBuffer, int32& CompressedSize, const void* UncompressedBuffer, int32 UncompressedSize, int32 BitWindow, int32 CompLevel)
{
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Compress Memory ZLIB"), STAT_appCompressMemoryZLIB, STATGROUP_Compression);
ensureMsgf(CompLevel >= Z_DEFAULT_COMPRESSION, TEXT("CompLevel must be >= Z_DEFAULT_COMPRESSION"));
ensureMsgf(CompLevel <= Z_BEST_COMPRESSION, TEXT("CompLevel must be <= Z_BEST_COMPRESSION"));
CompLevel = FMath::Clamp(CompLevel, Z_DEFAULT_COMPRESSION, Z_BEST_COMPRESSION);
// Zlib wants to use unsigned long.
unsigned long ZCompressedSize = CompressedSize;
unsigned long ZUncompressedSize = UncompressedSize;
bool bOperationSucceeded = false;
// Compress data
// If using the default Zlib bit window, use the zlib routines, otherwise go manual with deflate2
if (BitWindow == 0 || BitWindow == DEFAULT_ZLIB_BIT_WINDOW)
{
bOperationSucceeded = compress2((uint8*)CompressedBuffer, &ZCompressedSize, (const uint8*)UncompressedBuffer, ZUncompressedSize, CompLevel) == Z_OK ? true : false;
}
else
{
z_stream stream;
stream.next_in = (Bytef*)UncompressedBuffer;
stream.avail_in = (uInt)ZUncompressedSize;
stream.next_out = (Bytef*)CompressedBuffer;
stream.avail_out = (uInt)ZCompressedSize;
stream.zalloc = &zalloc;
stream.zfree = &zfree;
stream.opaque = Z_NULL;
if (ensure(Z_OK == deflateInit2(&stream, CompLevel, Z_DEFLATED, BitWindow, MAX_MEM_LEVEL, Z_DEFAULT_STRATEGY)))
{
if (ensure(Z_STREAM_END == deflate(&stream, Z_FINISH)))
{
ZCompressedSize = stream.total_out;
if (ensure(Z_OK == deflateEnd(&stream)))
{
bOperationSucceeded = true;
}
}
else
{
deflateEnd(&stream);
}
}
}
// Propagate compressed size from intermediate variable back into out variable.
CompressedSize = ZCompressedSize;
return bOperationSucceeded;
}
使用参数:输入缓冲区大小 = 65kB,CompLevel=Z_DEFAULT_COMPRESSION,MAX_MEM_LEVEL=9,BitWindow=15
【问题讨论】:
-
填充到下一个512B的倍数还是总是512B?无论哪种方式,您都可以计算出来。你想完成什么?
-
直到下一个 512B。
-
UnrealPak (Unreal Engine 4) 使用 zlib 来压缩资源。资产由第三方软件创建(失控)。多个资产打包到一个 pak 文件中。 Pak 文件由部署后端处理(失控)。部署后端不喜欢二进制文件中的长 0 区域,因此我们必须对其进行修剪。虚幻引擎默认不压缩 pak 文件,所以最简单的方法就是压缩它们。但是这种中断差异修补 - 资产上的微小变化会破坏整个 pak 文件。
-
所以我想重新配置 zlib 以使用非常轻的压缩进行打包,这只会消除每个资产中的零并保持文件的其余部分不变。
标签: c++ compression zlib